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Irhymer

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Everything posted by Irhymer

  1. They look nice! My only critique is that some of the clothes/hair look like they're floating over the characters. (Basically the 3rd - 6th row have this problem)
  2. @Matlock: > looks better than it did.. although id make the torso a bit shorter too… Like so? ![](http://www.freemmorpgmaker.com/files/imagehost/pics/5cc09baa912639066d83f1a910edccd2.png)
  3. @Kusy: > **Screw the outline. Given the size of it - there's only that much you can do with pixels.** It doesn't look close enough to be connected, and I looked at Elandor's graphics a lot… I still have the whole gfx folder for it somewhere on my PC. That's what I've been telling myself for the past hour trying to rearrange it. The only decent alteration I came up with was a taller version: ![](http://www.freemmorpgmaker.com/files/imagehost/pics/bc138a3e50e180aa73b5e5fd25522829.png)
  4. @Mr.LLoyd: > Yes this looks better except that you can add 1 pixel to make the legs title longer. Thanks, I tried that after you mentioned it, but it didn't look right. @Kusy: > Tis looks good. > It only proves that the first one simply looked like ballsacks - I only had to say it, and without any further explanation you knew what needs to change. LOL, thanks man. @nameless_soul: > 1\. The shading does not fit retro-styled graphics. > Try going through some spriting/pixel art tutorials to learn how to make shading correctly. > 2\. The outline looks the same as Kreator's old Elandor Chronicles character sprites. > Be original. > 3\. The shading of the hair is awful as well. > Same as #1, look for some spriting/pixel art tutorials. > > Other than that, I'd like to mention that the skin palette is great for my taste. You're improving Jake, nice to see you working hard. 1&3\. True, I'll work on that 2\. Now that you mention it, it does look the same after that arm position change… So should I just not work on it anymore? Especially if I had a game concept in mind with it. But thanks, good to know I'm improving ;) -Jake
  5. ![](http://www.freemmorpgmaker.com/files/imagehost/pics/63a33d7d20ae0acb16ce0d8f0857564f.png) lol, better?
  6. Honestly the graphics are fine for the Graal style he's going for. I'd say the house's roof is the only thing in need of a change. Look at graal.. it's just a mesh of zelda and custom tiles. And their sprites aren't impressive either. Let him go with the style he wants to go with ;) >! ![](http://thetouchgamer.com/wp-content/gallery/GraalOnline-Classic/GraalOnline-Classic1.jpg) I thought this topic was about the engine anyways?
  7. @Frostyy: > they don't have legs Yea.. I'm going for a retro 200% zoomed sprite. Less detail, but I'm pretty sure those are legs.
  8. Constructive Criticism Appreciated! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/c872a8c143b374aa1916cae180f28d59.png) >! ![](http://www.freemmorpgmaker.com/files/imagehost/pics/295e00db7ae421f52c453a44a9fd2d33.png)![](http://www.freemmorpgmaker.com/files/imagehost/pics/af82ac8c90e7be2ec21e90846e153394.png) Thanks, -Jake
  9. Google man, just cut and paste them into the right format (4x4 if you're using EO) and save as a .bmp. >! ![](http://www.spriters-resource.com/ds/pkmndungeon2/cyndaquil.png) Warning - while you were typing a new reply has been posted. You may wish to review your post. lol
  10. @Whack: > looks pretty good to me, except the arms are to straight, i think they should point out a little to show that they have elbows (only a tiny bit) > > Other than that make a spritesheet plz! I'll check it out, thanks! @Rory: > Prefer them fat. lol. Don't we all.
  11. http://www.touchofdeathforums.com/smf/index.php/topic,68399.msg736833.html#msg736833
  12. @jmng14: > is there anyway to change what they do? Anythings possible, if you have Visual Basic 6 to edit the source with. I'm actually about to look into it now.
  13. "Attributes: Strength: Adds to your max melee hit at [STR / 2] Adds to your base melee damage reduction from a successful block at [STR / 2] Adds to your base parry rate at [STR * 0.25] Endurance: Adds to your max health at [END * 5] Intelligence: Adds to your max mana at [INT * 10] Agility: Adds to your base armour rating at [AGI * 2] Adds to your base dodge rate at [AGI / 83.3] Adds to your base crit rate at [AGI / 52.08] Willpower: Adds to your health regen rate at [(WILL * 0.8) + 6] Adds to your mana regen rate at [(WILL / 4) + 12.5]" Source: http://www.touchofdeathforums.com/smf/index.php/topic,62455.0.html
  14. @Rob: > Right now it's a set number of frames for attacking and a single frame for sitting. I never thought about givin players ability to add their own. Would be hard todo, right now I simply have a AttackRectX and Y that tells it where to get the frame in draw player , I could make it dynamic to load additional frames from a config file. Thanks, sounds good! (as for additional I was thinking of a running/dashing animation, 1 or 2 frames) The config file would work nicely in place of a dynamic sprite sheet though. @Rithy58: > Free Moving feel of those game? Do you mean like Pixel-Based Movement? > As of right now, I don't think he had change the movement so it's still Tile-Based movement which is what I prefer and how the engine was set up to be. PvP is much more fun and practical with the Tile-Based Movement. Imagine shooting someone with an arrow and you missed by one pixel. > > Sincerely, > Rithy Honestly pixel based is more realistic. Its a pain watching enemies walk like robots square by square. I feel like the arrow problem can be fixed with a hit range setting or something like that.
  15. Just a bored project I did recently to give the arms more freedom (items etc) and a taller body for more detailed clothes. Any c&c before I decide to make a full sprite sheet? ;) ![](http://img851.imageshack.us/img851/8831/semibreeze.png) _*Not for use (original by Green Raven)_ -Jake
  16. Hey Rob, I had a few questions. :cheesy: -How do you plan on handling the additional player frames? Will there be a set number of frames for the attack animations/sitting/waving? Or would there be an option to set the frames? -Will attack/sit/wave be the only animations added? And will adding or removing frames be instructed? (That's all I could think of at the moment) Thanks, ;) -Jake
  17. I'm just thinking different power paintballs in certain guns. Maybe a red paint ball is all "damage", while a yellow paint ball hits with a much high speed than the others. Some could send an additional flair of paint balls on hit in 4 directions, diagonal etc. All depends on how realistic or fun you want it to be :)
  18. Oh and Rob, I read earlier in the topic that you were thinking of adding in a heart system rather than a health bar. Not sure if you meant the engine or the game, but I'd say keep it to the game. Don't want all your best features in everyone's game too. ;)
  19. @Robin: > Robin&Rory/5 That's a win. Ontopic: I think I actually would be willing to pay for extra features in this. Keep up the good work.
  20. I'm liking this project a lot Rob (the game & engine). I think you're making a good step forward in this community with it. Of course, as always there will be the people who just map something in the base engine and release it as a game, but I think the engine will bring a lot of actually devoted developers back to eclipse. Making eclipse the "user-friendly" place it used to be. Keep it up man! ;) -Jake
  21. @crzy: > Most laptops have an Ins key which will be your insert key. How old is your laptop?? > > Back on topic. This was an easy fix for your problem though. Very nice tutorial! Haha thanks! & That's the thing, my laptop is only a few months old, its weird.
  22. @GoldSide: > You can Press **INSERT** In your keyboard Don't have that key (or any function keys). So I just use slash (/) commmands. (laptop)
  23. Irhymer

    Swaggernauts

    I'd love to see this as a sidescroller, with the players having jet packs. Maybe have a system where you hold down space to boost upwards, but your'e constantly falling while not holding space, to give it a realistic feel.
  24. @greendixy: > thought it was standard my apologize :) no problem ;)
  25. @Gianni: > you can also just make it so when you hit the "map" button on the admin panel, it closes it by doing > > ``` > frmMain.picAdmin.visible = false > ``` Yea, forgot the mention that this was just my preference, because sometimes I want the panel open. But thanks ;) @greendixy: > or you can just hit "0" on the keypad works all the same In what engine? That doesn't work in CS:DE.
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